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RE: New WitE Public Beta v1.04.22 Now Available! - 5/23/2011 11:07:27 PM   
Helpless


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You are not suppose to have tank divisions that late. If you do it can get that many MP. What does the TOE(OB) update show?

< Message edited by Helpless -- 5/23/2011 11:16:03 PM >


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(in reply to Mehring)
Post #: 31
RE: New WitE Public Beta v1.04.22 Now Available! - 5/23/2011 11:17:23 PM   
cookie monster


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quote:

ORIGINAL: Mehring

I just got the fright of my life. Me and my opponent upgraded to the latest beta just in time to see in the new year (1942) and I found a depleted Russian tank division with 40 MP!!!! It never had more than 16 before. Can that be right?


There's a calculation on Soviet Mobile Units movement points applied at the start of the GC 1941, I cant remember when it expires.

I believe the criteria is laid out in the scenario rules section at the back of the e book.

(in reply to Mehring)
Post #: 32
RE: New WitE Public Beta v1.04.22 Now Available! - 5/24/2011 2:32:36 PM   
Mehring

 

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quote:

ORIGINAL: Helpless

You are not suppose to have tank divisions that late. If you do it can get that many MP. What does the TOE(OB) update show?

Sorry, I'll try to fritter them away next time. In my defence I must say it is the only one I have left at T30 and its upgrade appears to be stuck. It shows 0 turns to upgrade OOB but it's been showing the same at least since T20. It was set to refit lst turn and has fleshed out a bit but no OOB change. Send you some files?

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(in reply to Helpless)
Post #: 33
RE: New WitE Public Beta v1.04.22 Now Available! - 5/24/2011 2:46:18 PM   
Helpless


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There is a 20% chance every turn that scheduled upgrade won't happen for the particular unit. Have a positive 20% roll in 10 turn is quite possible, but not very probable.

Yes, you may send the save. Thanks.

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Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to Mehring)
Post #: 34
RE: New WitE Public Beta v1.04.22 Now Available! - 5/25/2011 3:39:10 AM   
tigercub


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after using this beta the game is much slower i noticed.

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Post #: 35
RE: New WitE Public Beta v1.04.22 Now Available! - 5/25/2011 7:47:04 AM   
Mehring

 

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There's a problem with the game showing night bombers available to target an area, then you get the 'bombers unavailable or out of range' message when you try to get the unit selection box.

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Post #: 36
RE: New WitE Public Beta v1.04.22 Now Available! - 5/25/2011 8:39:26 AM   
Helpless


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quote:

after using this beta the game is much slower i noticed.


Besides German recon I see no other reason which would slow down the game. Please provide more detail what is getting slower.



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WITE/WITW/WITE-2 Development

(in reply to tigercub)
Post #: 37
RE: New WitE Public Beta v1.04.22 Now Available! - 5/25/2011 6:28:52 PM   
Mehring

 

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On turn 31 20Tank div finally restructured to brigade oob.

I'm finding problems now, with all air mission types though. It's probably only after you finish a mission, the map doesn't update anymore, to show you no longer have air units capable for that mission type.

_____________________________

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-Leon Trotsky

(in reply to Helpless)
Post #: 38
RE: New WitE Public Beta v1.04.22 Now Available! - 5/25/2011 6:45:40 PM   
Helpless


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quote:

I'm finding problems now, with all air mission types though. It's probably only after you finish a mission, the map doesn't update anymore, to show you no longer have air units capable for that mission type.


Problems go to the Tech Forum. Thanks.

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Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to Mehring)
Post #: 39
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 3:11:55 PM   
Pawlock

 

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quote:

ORIGINAL: Andrew Loveridge

This update includes many new rules and rule changes, most regarding Weather and Supply. Also it has some interface changes, fixes a number of bugs and alters some units' composition. It is in the Members Club, as a registered download.

Thank you for all the feedback, and welcome any you may have for this beta. This is a comprehensive update, the previous change lists are linked on the bottom of this list.

V1.04.22 – May 19, 2011

    Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.

    New Features and Rule Changes

      1) Manual Correction (Section 22.2.2) – The entry in the Random Weather Table for a die roll of 10 in September should be M (not C). The entry for a die roll of 12 in November should be S (not B).
      2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).
      3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit).
      4) New Rule - Added the ability to select the destination unit for a supply air drop when using the manual air group selection. If nothing is selected automatic delivery will be used.
      5) Rule change - Improved automatic unit selection when dropping fuel to the hex with multiple units. Unit with higher requirements vs stock will have priority. Added level 3 combat message to display which unit is getting supply/fuel.
      6) Rule Change (section 20.6) - HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered. In addition, the AP cost of an HQ buildup is now increased by the distance in MPs of the HQ from a railhead divided by 3 (truncated). So for an HQ with 3 attached divisions that is 16 MPs from a supply source, the AP cost would be 5+2+2+2+(16/3) =16 (used to be just 11). This increased AP cost is used to calculate the other buildup penalties described in section 20.6.3 in the manual.
      7) Rule Change - Refitting units next to enemy hexes have a 25% chance of getting more replacements than if they weren't on refit, but the exact amount of the additional replacements will vary greatly depending on the distance from the railhead.
      8) Rule Change (Section 23.3.1) – Changed the area of automatic freezing of Soviet units in the northern area of the map (Finnish Front) in scenarios that begin on June 22, 1941. Now, units with an x coordinate >99 will no longer be frozen.
      9) New Feature – Added information regarding weather determination at the top of the German Logistics Phase Event Log. The modified weather die roll and the weather for the turn are listed for each weather zone. Note that the die roll may be overridden by an exception rule leading to weather that does not match the die roll result in the table. Note when playing with non-random weather, the die roll shown in the event log assumes a roll of 5 plus the normal modifiers for each weather zone.
      10) New Feature - Added toggle on the production screen to show active/transit/both pools.
      11) Interface change – Weather information is no longer shown during the logistics phase.
      12) Interface change – Now don’t allow deliberate attack if non-eligible units are selected.
      13) Interface change – Changed A.B. to AirBase in the Commander’s Report Screen filter list.
      14) Formula change – Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses.

    Bug Fixes

      1) Fixed a bug where isolated units were receiving the benefits from a supply buildup done by the unit's HQ.
      2) Fixed several minor discrepancies in the weather rules.
      3) Fixed bug where Synthetic fuel factories generated resource requests after consumption.
      4) Fixed a bug where scenario data was not being cleared out when saving a PBEM game.
      5) Fixed a bug that caused negative combat values. Reworked the combat report to support higher numbers of displayed units.
      6) Fixed a bug where the armaments pool could go negative after the logistics phase.
      7) Fixed a bug that was preventing air supply of partisans during blizzard.
      8) Fixed a bug where the wrong type of supply is delivered during automatic air drops (those without manual air group selection).
      9) Fixed a bug where non-divided Brigades and Regiments were not paying the +2 cost for entering an enemy hex as they should have per the Movement Point Cost Chart.
      10) Fixed a bug where the Fighter escort is missing if air transport is flown by the level bombers.
      11) Fixed a bug with delayed (off map) units getting withdrawn.
      12) Fixed a bug when nations surrender so off map units will get disbanded.
      13) Fixed a bug where newly formed units can get statistics from old disbanded/destroyed/withdrawn units.
      14) Fixed a bug where routed units can stay loaded on trains.
      15) Fixed a bug where withdrawing units could be set to static mode.
      16) Fixed a bug where air ground support may not be provided from the closest air bases.
      17) Fixed a bug where renamed units were not withdrawing.
      18) Fixed a bug where AA units attached to a city were not getting destroyed when the city was captured.
      19) Fixed a bug where ready ground elements in a combat could go negative after a combat.
      20) Fixed a bug where ground elements in the pool could go negative.
      21) Editor Fix - Fixed bug in ADJUST UNIT FUNCTION when city ownership was set based on nationality instead of hex ownership .
      22) Editor Fix – Fixed a bug when clicking on the TOE(OB) ground element it was always going back to the 1st ground element in GE TAB.
      23) Editor Fix – Fixed insert/delete record function for the aircraft editor.


    Data and Scenario Changes

      1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.
      2) 41 Panzer Division (0034) modified to contain 45 Panzer IIf, 105 Panzer IIIj L/42, and 20 Panzer IVf.
      3) 43 Panzer Division (0096) modified to contain 74 Panzer IIIm, 74 Panzer IVg and 20 Panzer IIIn.



Fixed but not in readme -Fixed a bug where construction units in locked HQs were changing HQs anyway.

We just found that the HQ build rule in 1.04.22:
HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered.
It's currently operating as if they are not allowed at more than 19 MPs. This will be changed in the next version. If you're trying to squeeze every last MP out of your HQ placement, be aware that it currently only works out to 19 MPs.



1.04.16 Changes
1.04.15 Changes
1.04.14 Changes
1.04.10 Changes



Just to be crystal clear on this section below:

3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit).


There is absolutly no advantage to be gained by attaching guard units to shock armies? in fact you would be disadvantaging yourself by doing so as you would be denying normal units the moral bonus?

(in reply to Andrew Loveridge)
Post #: 40
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:16:56 PM   
JAMiAM

 

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quote:

ORIGINAL: Pawlock
Just to be crystal clear on this section below:

3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit).


There is absolutly no advantage to be gained by attaching guard units to shock armies? in fact you would be disadvantaging yourself by doing so as you would be denying normal units the moral bonus?

Wrong. Guards units get a morale bonus for being guards. If they are guards units, they don't get an *additional* bonus for being in a Guards, or Shock Army. This is to prevent stacking of the morale bonuses.

(in reply to Pawlock)
Post #: 41
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:36:51 PM   
Joel Billings


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Actually I think you two are agreeing. Attaching Guards to Shock Armies provides no additional benefit, and if the Guards unit forces the Shock Army over its command limit, then yes, it would be causing the loss of benefits to other units.

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(in reply to JAMiAM)
Post #: 42
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:41:21 PM   
Tarhunnas


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Is there any easy way to see if an army is over its command limit? I check the Commanders Report, but that is kind of awkward.

(in reply to Joel Billings)
Post #: 43
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:43:09 PM   
Pawlock

 

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quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Pawlock
Just to be crystal clear on this section below:

3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit).


There is absolutly no advantage to be gained by attaching guard units to shock armies? in fact you would be disadvantaging yourself by doing so as you would be denying normal units the moral bonus?

Wrong. Guards units get a morale bonus for being guards. If they are guards units, they don't get an *additional* bonus for being in a Guards, or Shock Army. This is to prevent stacking of the morale bonuses.


Yes I know guards units get a bonus simply for being those units, but you answered my main query in a way because I was pertaining in a roundabout way to stacking bonuses which was what I use to do.

(in reply to JAMiAM)
Post #: 44
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:44:08 PM   
Tarhunnas


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quote:

ORIGINAL: Joel Billings

Actually I think you two are agreeing. Attaching Guards to Shock Armies provides no additional benefit, and if the Guards unit forces the Shock Army over its command limit, then yes, it would be causing the loss of benefits to other units.


Hmmm, yes, but the net effect could well be that players would be filling the Guards and Shock armies with regular units, while putting Guards divisions in regular armies to maximise the benefits, which would be kind of the opposite to historical practice.

< Message edited by Tarhunnas -- 5/26/2011 4:45:40 PM >

(in reply to Joel Billings)
Post #: 45
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:44:14 PM   
Pawlock

 

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Thanks Joel, again this is what I wanted cleared up.

(in reply to Joel Billings)
Post #: 46
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 4:45:34 PM   
Pawlock

 

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quote:

ORIGINAL: Tarhunnas


quote:

ORIGINAL: Joel Billings

Actually I think you two are agreeing. Attaching Guards to Shock Armies provides no additional benefit, and if the Guards unit forces the Shock Army over its command limit, then yes, it would be causing the loss of benefits to other units.


Hmmm, yes, but the net effect could well be that players would be filling the Guards and Shock armies with regular units, while putting Guards divisions in regular armies to maximise the benefits.


Yes this is what I will be doing from now on, pointless filling up shock armies with guards units anymore.

(in reply to Tarhunnas)
Post #: 47
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 5:00:55 PM   
governato

 

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Nice test!

(in reply to morvael)
Post #: 48
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 5:17:04 PM   
Mehring

 

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quote:

ORIGINAL: Tarhunnas

quote:

ORIGINAL: Joel Billings

Actually I think you two are agreeing. Attaching Guards to Shock Armies provides no additional benefit, and if the Guards unit forces the Shock Army over its command limit, then yes, it would be causing the loss of benefits to other units.


Hmmm, yes, but the net effect could well be that players would be filling the Guards and Shock armies with regular units, while putting Guards divisions in regular armies to maximise the benefits, which would be kind of the opposite to historical practice.

Well, yes, I haven't got any guards armies yet but I've already taken a guards division out of a shock army cos it's pointless. If that's where they were used, give me a reason to put it back in please.

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-Leon Trotsky

(in reply to Tarhunnas)
Post #: 49
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 5:19:17 PM   
Helpless


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quote:

which would be kind of the opposite to historical practice.


No.

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WITE/WITW/WITE-2 Development

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Post #: 50
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 5:21:07 PM   
Helpless


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quote:

Yes this is what I will be doing from now on, pointless filling up shock armies with guards units anymore.


Shock armies appear when you don't have many guards. Also the bonus in discussion is greatly overestimated. Now when command limit is introduced it is not possible to breed "higher" morale units but attaching everything you have to Shock Army.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to Pawlock)
Post #: 51
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 5:22:44 PM   
Helpless


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quote:

Is there any easy way to see if an army is over its command limit? I check the Commanders Report, but that is kind of awkward.



CP (command penalty) column in CR on HQ tab.

< Message edited by Helpless -- 5/26/2011 5:29:56 PM >


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Post #: 52
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 5:41:57 PM   
Mehring

 

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Quickest way to see if an HQ is overloaded, assuming you know it's limit, is try to attach a nearby unit to it. You can read off the list of HQs how much free space each has.

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-Leon Trotsky

(in reply to Helpless)
Post #: 53
RE: New WitE Public Beta v1.04.22 Now Available! - 5/26/2011 11:26:24 PM   
neuromancer


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quote:

ORIGINAL: Mehring

Quickest way to see if an HQ is overloaded, assuming you know it's limit, is try to attach a nearby unit to it. You can read off the list of HQs how much free space each has.


If wondering about a specific HQ, or just of a few in an area, click on the HQ, its unit bar information has a Command Points entry. It is listed as CP used by currently attached units/ maximum command capacity.

For example a typical German Corps HQ has a CC (Command Capacity) of 8, and so if it has three divisions attached it will be listed as 6/8.

Check the manual for where exactly the number is listed (it would be better than me trying to describe it). Section 5.2.3, pages 58 and 59.


< Message edited by neuromancer -- 5/26/2011 11:28:23 PM >

(in reply to Mehring)
Post #: 54
RE: New WitE Public Beta v1.04.22 Now Available! - 5/27/2011 5:56:49 AM   
Tarhunnas


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Thanks neuromancer! That was exactly what I was looking for. I never realized that was command points, the tank graphic led me to believe it had something to do with AFVs.

(in reply to neuromancer)
Post #: 55
RE: New WitE Public Beta v1.04.22 Now Available! - 5/27/2011 12:48:36 PM   
Mehring

 

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Yes, nice find. Not self evident, is it?

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Post #: 56
RE: New WitE Public Beta v1.04.22 Now Available! - 5/27/2011 6:12:20 PM   
neuromancer


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Tarhunnas - glad to help.

Mehring - no not really intuitive at all.  Its a problem with games like this.  I think I stumbled across it while reading the manual (I read the thing front to back over the course of a couple weeks, how much I retained is rather questionable) and later thought "hey!  I saw something about that..." chased it down, and 'ta da!'  Definitely handy to have.


< Message edited by neuromancer -- 5/27/2011 6:15:00 PM >

(in reply to Mehring)
Post #: 57
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